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Aoki Gekkoh - Yume to Hazakura

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Total Posts
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Topic Starter
Seto Kousuke
This beatmap was submitted using in-game submission on Monday, September 12, 2016 at 8:27:00 AM

Artist: Aoki Gekkoh
Title: Yume to Hazakura
Tags: Hatsune Miku Vocaloid 初音ミク Dream and Cherry Tree Leaf 花楽里漫葉集 Karakuri Manyoushuu
BPM: 156
Filesize: 12753kb
Play Time: 03:44
Difficulties Available:
  1. Advanced (2.14 stars, 371 notes)
  2. Normal (1.89 stars, 325 notes)
  3. Sakura no Yume (3.71 stars, 496 notes)
Download: Aoki Gekkoh - Yume to Hazakura
Information: Scores/Beatmap Listing
---------------
Uploaded for the 2nd Brazillian Mapping contest(Sakura no Yume diff only): t/489283

Map for the song, not for the game

For ranking, let's do this
Ataraxia

Seto Kousuke wrote:

Map for the song, not for the game.
i agree !
Eir_DELETED
Hi~ m4m from #modreqs

[Normal]
  1. Please look at AIMod

  2. I feel 1/2 sliders too much, I think to reduce it in Normal diff(more gain over 1/1 sliders i thought )
[Advance]
  1. 01:13:088 (2,3,1) - Why don't you do same distance? It's more beautiful that way. (use a Distance Snap)
  2. 02:21:549 (1,2) - i feel bad flow, would you like to use like flow?
  3. 02:26:165 (1,2) - ^
[Sakura no Yume]
  1. 00:18:088 (3,1) - stack?
  2. 00:47:703 (1) - extend to 00:48:088
  3. 00:48:280 (2) - remove note, sound is nothing in there.
  4. 00:50:396 - put slider or circle.
  5. 01:11:934 - ^
  6. 02:30:780 (1,1) - blanket this?
Nice song and SB!
GL!
Topic Starter
Seto Kousuke
Joker-'s mod

joker- wrote:

Hi~ m4m from #modreqs - hi

[Normal]
  1. Please look at AIMod
    That's simply because of the timing point there, there isn't any difference in-game
  2. I feel 1/2 sliders too much, I think to reduce it in Normal diff(more gain over 1/1 sliders i thought ) - I think it's good the way it is now....but will keep a heads up
[Advance]
  1. 01:13:088 (2,3,1) - Why don't you do same distance? It's more beautiful that way. (use a Distance Snap)Because that would result in misreading, one click is 1/2 , the other ones are 1/1 ^^'
  2. 02:21:549 (1,2) - i feel bad flow, would you like to use like flow? - ohhh indeed, good one ! used yours with a little adjustment ^^
  3. 02:26:165 (1,2) - ^ - yeah :D this one i had to change a bit more than the last one, but in the I could do something nice, thank you ^^
[Sakura no Yume]
  1. 00:18:088 (3,1) - stack? - no, important for the learning of structure
  2. 00:47:703 (1) - extend to 00:48:088 - no, will be overmap and will not follow the structure logic of the rest of the map
  3. 00:48:280 (2) - remove note, sound is nothing in there. - yes it is, listen the drum
  4. 00:50:396 - put slider or circle. - nah, not following vocals here and pause is intentional >.<
  5. 01:11:934 - ^ - no, same thing, and it will ruin the piano moment i made
  6. 02:30:780 (1,1) - blanket this? - it's blanketed already xD milimetrical erros but unoticeable
Nice song and SB! - thank you :D
GL! <3

thank you very much mister c:
Bastionior
oii
vamos ver

[Sakura]
  1. 00:05:372 (1) - creio que não seja necessário esse nc amigo
  2. 00:11:358 (5) - creio que essa nota deveria estar direcionada para trás do 00:10:781 (4) - conforme vc fez anteriormente com flow em relação as outras notas.
  3. 00:13:858 (1) - eu consigo escutar mais notas cobertas por esse slider, mas creio que vc colocou ele para realçar aquele ruído crescente que da inicio a aberturas de musicas creio eu, então pode deixar se quiser :) (que infelizmente esqueci o nome)
  4. 00:14:627 (1) - aqui teria que estende-lo não é? Or dividir por 2 slider para incrementar o ruído, acho bem viável colocar-los.
  5. 00:18:088 (3,1) - and 00:26:934 (3,1) -
    é a unicas notas que usou essa aproximação 1/1 durante todo o mapa, or muda a distancia do 3 ou muda a distancia do 1, creio que
    próximos nao fica legal, sendo as unicas notas que vc fez isso :x.
  6. 00:44:626 (3) - deveria estar direcionada para próxima nota, conforme vc fez aqui 00:41:549 (1,2) - right? Same here 00:56:934 (1,2) -
  7. 01:33:857 (1,2,3,1) - uh, teria que ser inversamente simétrico a esse combo 01:30:780 (1,2,3,4) -
  8. 01:41:165 (4) - nc aqui amore, para representar o 1/4 combo
  9. 01:51:357 (2,1) - I'm TRIGGERED, NO STACK THIS, to zoando, mas é serio não staca por causa que todo o mapa vc nao deu essa proximidade em relação as notas, por que essa proximidade justamente nessa nota kkkk, rlx nunca fiquei bravo, apenas to questionando.
  10. 01:53:088 (4) - fixa ds fofo
  11. e nc aqui 01:53:472 (6) - por causa do 1/4
  12. 02:05:396 (3) - que tal mover para x264 y312
  13. Triangulo perfeito > 02:29:242 (1,2,3) - , 02:29:819 (4,5,6) - algo que quebra a estética do triangulo :(, poderia fixar?
  14. 02:48:088 (2) - melhor substituir por 2 single notas conforme vc fez aqui amigo 02:45:011 (2,3,4) - acho que reforça o som do oboé.
  15. 02:54:434 (2) - same^
  16. 03:18:857 (2,3) - oh, melhora o direcionamento amigo.
  17. aqui 04:07:689 - poderia fazer o seguinte 04:08:025 (3) - deletar esse slider, 04:07:809 (2) - adicionar um reverse arrow e adicionar uma nota com nc aqui 04:08:145 - para enfatizar o final que tal?
  18. teve algumas notas que nao quis citar para nao ficar repetindo tal função, o que tem que fazer e etc, mas se quiser mudar depois fica a seu critério :)

aff, nem tem o que moddar nas outras diffs, são muito padraozinhas de ótima para mim, então foi um ótimo trabalho vindo da sua parte, seguir ds e flow na advanced e normal. Espero ter ajudado
Liena
mod
Normalótima


Advanced
01:50:780 (1,2,3,1) - pq nao usou a mesma pattern daqui? 01:44:626 (1,2,3,1) - não sei se tem algo a ver com o som mais eu acho que esse slider pra baixo quebrou um pouco a estrutura

02:40:011 (1) - eu acho que esse slider reverse vai confundir, pq não se ve mt hoje em dia. Mas não precisa mudar kk é só uma mençao honrosa
sua propria descrição diz "mapa pra musica, não pro jogo" :3

Sakura no Yume

00:13:666 (5) - se mexesse um pouco pra cima poderia ficar melhor

00:25:203 (3,4,5) - talvez? http://puu.sh/r6yy3/777bcea94a.jpg eu sei que esse stack não aparece no mapa, ou então voce poderia fazer blanket com
00:25:011 (2) -

01:46:165 (1) - ctrl g?

02:59:049 (2,3) - http://puu.sh/r6Blf/63b5f76b96.jpg

04:07:689 (1,2) - que tal substituir por slider reverso?

pequeno mod :s
Mais pra estética mesmo do que pra timing( i suck)
boa sorte com o mapa <3
Topic Starter
Seto Kousuke

Kalindraz wrote:

mod
oii - oe
vamos ver

[Sakura]
  1. 00:05:372 (1) - creio que não seja necessário esse nc amigo - vdd daheoudeho
  2. 00:11:358 (5) - creio que essa nota deveria estar direcionada para trás do 00:10:781 (4) - conforme vc fez anteriormente com flow em relação as outras notas. - Não concordo tanto porque os outros ritmos eram mais calminhos, aqui eu tentei fazer algo mais ''linear'' justamente porque aumenta a quantidade de cliques 1/2, então não queria deixar tão agressivo os movimentos :3
  3. 00:13:858 (1) - eu consigo escutar mais notas cobertas por esse slider, mas creio que vc colocou ele para realçar aquele ruído crescente que da inicio a aberturas de musicas creio eu, então pode deixar se quiser :) (que infelizmente esqueci o nome) - são os hi-hats UODAEUODAE, mas não, eu segui somente o piano tanto na intro quanto no final o:
  4. 00:14:627 (1) - aqui teria que estende-lo não é? Or dividir por 2 slider para incrementar o ruído, acho bem viável colocar-los. - não porque aqui tem as 3 notas de piano mais importantes >3< uma no click do 00:13:858 (1) - e as outras 2 que são exatamente o slider start e end do slider 00:14:627 (2) -
  5. 00:18:088 (3,1) - and 00:26:934 (3,1) -
    é a unicas notas que usou essa aproximação 1/1 durante todo o mapa, or muda a distancia do 3 ou muda a distancia do 1, creio que
    próximos nao fica legal, sendo as unicas notas que vc fez isso :x. - desculpa eu não entendi direito daehouhdeuoa porque a estrutura toda é baseada em DS não comum, por exemplo, isso aparece aqui de novo 00:53:088 (2,3) - e no resto do mapa tambem -qq não entendi direito o propósito q, also, parece bem tranquilo o:
  6. 00:44:626 (3) - deveria estar direcionada para próxima nota, conforme vc fez aqui 00:41:549 (1,2) - right? Same here 00:56:934 (1,2) - Nope, no começo ela é linear porque eu ainda to ensinando o jogador como é o ritmo dessa música, porque ele não é ''genérico'', então eu usei flows mais instintivos pra não ficar forçado o aprendizado, a partir do resto do mapa eu repito essa estrutura de flow inverso pra essa mesma sequencia de notas :3 (com algumas exceções eu acho, dependendo do que for)
  7. 01:33:857 (1,2,3,1) - uh, teria que ser inversamente simétrico a esse combo 01:30:780 (1,2,3,4) - desculpa, também não entendi, sou burro qq
  8. 01:41:165 (4) - nc aqui amore, para representar o 1/4 combo - ohh vdd, fixed
  9. 01:51:357 (2,1) - I'm TRIGGERED, NO STACK THIS, to zoando, mas é serio não staca por causa que todo o mapa vc nao deu essa proximidade em relação as notas, por que essa proximidade justamente nessa nota kkkk, rlx nunca fiquei bravo, apenas to questionando. - tudo bem fofo <3 btw, esse é um bom exemplo do que eu acabei de mencionar, é o mesmo tipo de ritmo daquele exemplo inverso que eu dei ^^ a diferença é que aqui eu adicionei uma reverse arrow ao invés de um clique seguinte, mas vou ficar de olho caso mais alguem reclame
  10. 01:53:088 (4) - fixa ds fofo - fixed desu
  11. e nc aqui 01:53:472 (6) - por causa do 1/4 - fixed desu again
  12. 02:05:396 (3) - que tal mover para x264 y312 - okay
  13. Triangulo perfeito > 02:29:242 (1,2,3) - , 02:29:819 (4,5,6) - algo que quebra a estética do triangulo :(, poderia fixar? - ahhh verdade, a ultima nota ta tortinha, botei ela um pouquinho mais pra baixo e ajustei as próximas, brigado <3
  14. 02:48:088 (2) - melhor substituir por 2 single notas conforme vc fez aqui amigo 02:45:011 (2,3,4) - acho que reforça o som do oboé. - hmmm, okay, eu fiz 2 singles e no lugar do terceiro single eu usei o slider com low SV
  15. 02:54:434 (2) - same^ - aqui não tho, acho que ficou bem diferente e interessante essa pausa com o fim do slider 1/2, em momentos desse estilo sinto que fica bem legal >3<
  16. 03:18:857 (2,3) - oh, melhora o direcionamento amigo. - também não ;w; acho bem sexy esse direcionamento torto com DS alto seguido de uma pausa brusca, é algo similar ao que eu fiz aqui no começo do mapa 00:26:165 (1,2,3) -
  17. aqui 04:07:689 - poderia fazer o seguinte 04:08:025 (3) - deletar esse slider, 04:07:809 (2) - adicionar um reverse arrow e adicionar uma nota com nc aqui 04:08:145 - para enfatizar o final que tal? - sim, esse final me incomodava um pouco também, fiz como você sugeriu c:
  18. teve algumas notas que nao quis citar para nao ficar repetindo tal função, o que tem que fazer e etc, mas se quiser mudar depois fica a seu critério :)

aff, nem tem o que moddar nas outras diffs, são muito padraozinhas de ótima para mim, então foi um ótimo trabalho vindo da sua parte, seguir ds e flow na advanced e normal. Espero ter ajudado - sempre ajuda fofindraz <3

- Anna - wrote:

mod
Normalótima <3


Advanced
01:50:780 (1,2,3,1) - pq nao usou a mesma pattern daqui? 01:44:626 (1,2,3,1) - não sei se tem algo a ver com o som mais eu acho que esse slider pra baixo quebrou um pouco a estrutura - é a mesma patter ahedouheaduoade a diferença é que com o slider 1/1 eu fiz blanket na esquerda e o outro na direita, não tanta diferença assim, é só uma escolha de variação mesmo :3

02:40:011 (1) - eu acho que esse slider reverse vai confundir, pq não se ve mt hoje em dia. Mas não precisa mudar kk é só uma mençao honrosa
sua propria descrição diz "mapa pra musica, não pro jogo" :3 - hurrum ^^ só pra explicar o motivo ''lógico'' por trás desse slider : em insanes momentos de builduing up de hype são normalmente streams que vão espaçando ou tem curvas, kicksliders, enfim... (mais ou menos como a coisa épica que eu fiz na Sakura no Yume), mas isso não existe em normal e hards, então esse slider grande com reverse faz o jogador ''sentir'' que tem algo vindo, não é tão dificil, mas já faz uma preparação de hype que imo encaixou muito bem principalmente nessa música :3

Sakura no Yume

00:13:666 (5) - se mexesse um pouco pra cima poderia ficar melhor - Sim, seguindo a lógica de DS ficaria mesmo, só que jogando eu sentia que o movimento ficava mais agressivo do que a música passava, então eu diminui o DS para o slider até porque ele é mais lentinho, então a mudança de DS meio que ja relaxa a mira do jogador c:

00:25:203 (3,4,5) - talvez? http://puu.sh/r6yy3/777bcea94a.jpg eu sei que esse stack não aparece no mapa, ou então voce poderia fazer blanket com
00:25:011 (2) - A ideia de fazer o stack com blanket não é ruim, eu até tentei aqui e ficou legal até, só que eu precisaria editar o SB pra mudar o efeito da última nota e eu to com preguiça ;wwwww; se mais pessoas comentarem isso eu faço ^^

01:46:165 (1) - ctrl g? - Good point, eu também não gostava daquele slider, mas eu ''tentei'' pra ver como ia sair, bom ver que você também não curtiu muito. Dei ctrl G e ajustei a próxima single note, agora ta bem melhor ;)

02:59:049 (2,3) - http://puu.sh/r6Blf/63b5f76b96.jpg - Eu juro que não entendi o que vc quer aqui aedoudeaouda

04:07:689 (1,2) - que tal substituir por slider reverso? - O Kalindraz mencionou algo similar, eu transformei o segundo slider em reverse (eu preciso de 2 cliques aqui), e adicionei uma single note ;)

pequeno mod :s
Mais pra estética mesmo do que pra timing( i suck)
boa sorte com o mapa <3 - Obrigado fofa <3

muito obrigado para 2 das criaturas mais fofas desse osu
Sakurauchi Riko
Heyo, my end of the M4M thing :3

Sakura no Yume
00:06:164 (1,2) - my mod starts with a blanket....... well then :D blanket them
00:08:473 (1,1) - stack?
00:13:089 (3,4,5) - make them same DS and 00:13:666 (5,1) - also the same or a bit higher for the emphasis to the downbeat at 00:13:858 (1) - . But having at 00:13:666 (5,1) - lower DS than 00:13:089 (3,4,5) - isnt recommendable
00:13:858 (1,1) - DS is way too high for 1/4 snapping and for the difficulty of the map
00:15:396 (1,2,3) - i recommend to make the snapping difference ( 00:15:396 (1,2) - is 1/4 and 00:16:165 (2,3) - is 1/2) ´visually clearer with DS. e.g. -> http://puu.sh/r7twY/cc59cd7b75.jpg
00:18:472 (1,2,3) - DS issue, u need same DS here
00:24:626 (1,2,3) - same
I just checked AiMod, maybe you should in general create your own DS policy. For example simple 1/2 snapping has 1.2x DS, emphasis DS you take 1.8x DS, 1/4 snapping you just take 1.0x DS. DS policy is highly recommended by me since it gives your map so much more structure and just looks neater. In kiai time you can add 0.2x DS to every specific DS thing.
01:01:165 (2,1) - for better flow you can add a red anchor for the slider -> http://puu.sh/r7tK2/8ca8ab33e1.jpg
01:55:780 - missing beat
02:00:011 (1,2) - blanket them
02:25:396 (2,3) - ^ Try to add more patterns like 02:25:396 (2,3,4,1) - they fit really nice imo
02:16:934 (1,2,3) - make a triangle pattern there
02:23:088 (1,2,3) - since its a very easy map, for newer players its gonna be confusing that the sliderpath tends to 02:23:665 (3) - although the player has to click 02:23:472 (2) - firstly after the slider. I hope u get what i mean, if not ask me xD
02:29:242 (1,2,3,4,5) - this is questionable for the difficulty of the map, make simple lines or triangles and emphasize with sharp angles http://puu.sh/r7uCY/02d8183b12.jpg also use your DS! :D
02:40:011 (1) - idk about this, since there isnt really a beat which fits the slider
02:41:549 (1,2,3,4,5,6,7,8,1,2,3,4) - make at the beginning reverse sliders to introduce in the following stream like e.g http://puu.sh/r7uNT/ec7f4a3cde.jpg
The rest looks nice so far, just please make your DS make more sense, create a policy and you ll be fine. Also maybe try to add some different sliderarts, since it feels a bit monotonous with simple curved and straight sliders

Nice map, nice hitsounds and nice SB. Keep it up, I want to see this ranked!! :D
GL with your map and happy mapping! (:
Topic Starter
Seto Kousuke

Phyloukz wrote:

Heyo :3 - Hiya c:

Agree
Disagree
Read Comment to understand position and feel free to answer back if you feel like, I would enjoy to chat back

Sakura no Yume
00:06:164 (1,2) - my mod starts with a blanket....... well then :D blanket them - booooo, such nazi...fixed haoduehoudea xD
00:08:473 (1,1) - stack? - they're too distant in music to bother this >3< would have to re-adjust the rest of the secion for minimum viability ;w;
00:13:089 (3,4,5) - make them same DS and 00:13:666 (5,1) - also the same or a bit higher for the emphasis to the downbeat at 00:13:858 (1) - . But having at 00:13:666 (5,1) - lower DS than 00:13:089 (3,4,5) - isnt recommendable - Yeah, I agree with you, what makes me keep this is because by making the same ds or higher, while playing I just ''feel'' that the motion and force used are a bit more than what I ''hear'', that's why i amde it smaller, even because of the change of DS...i'll wait more opinions about this, but will keep this in mind and change it if I have no choice :3
00:13:858 (1,1) - DS is way too high for 1/4 snapping and for the difficulty of the map - I ''kinda agree'', but the problem is that this is an ''underwheighted 4 star diff'', it's an 3 star map that requires a bit of 4 star motions, so I'm treating it as an insane since it's the last diff...also, it's not 1/4, it's 1/2 xD will keep a heads up tho*
00:15:396 (1,2,3) - i recommend to make the snapping difference ( 00:15:396 (1,2) - is 1/4 and 00:16:165 (2,3) - is 1/2) ´visually clearer with DS. e.g. -> http://puu.sh/r7twY/cc59cd7b75.jpg - whoops, adjusted, not using the editor's DS but my ''memorized'' ones
00:18:472 (1,2,3) - DS issue, u need same DS here - actually, nope, different kind of section
00:24:626 (1,2,3) - same - It's consistent to the sounds policy of DS i've used
I just checked AiMod, maybe you should in general create your own DS policy. For example simple 1/2 snapping has 1.2x DS, emphasis DS you take 1.8x DS, 1/4 snapping you just take 1.0x DS. DS policy is highly recommended by me since it gives your map so much more structure and just looks neater. In kiai time you can add 0.2x DS to every specific DS thing. - That's exactly what I did, if you check normal and advanced you'll notice how I padronized every single DS to my custom way to make it unique..I did the same thing on Sakura no Yume, the difference is that I didn't padronized in relation to ''1/4, 1/2, 1/1'' like them...I padronized based on ''what the instruments are doing and what is happening'', the map is consistent, but for the song. Not for the game. :3
01:01:165 (2,1) - for better flow you can add a red anchor for the slider -> http://puu.sh/r7tK2/8ca8ab33e1.jpg - I liked your idea, but i did the direction of the slider to the right instead of left, so we have a better visual flow to 01:02:319 (2,3) -
01:55:780 - missing beat - Not missing, i'm following the drums, not the...the...''the thing that's doing this sound'' XD
02:00:011 (1,2) - blanket them - but, isn't the way it is atm enough? ;w;, almost unoticeable
02:25:396 (2,3) - ^ Try to add more patterns like 02:25:396 (2,3,4,1) - they fit really nice imo - still seems good enough i guess...and okay o:
02:16:934 (1,2,3) - make a triangle pattern there - good as it is for me >.<
02:23:088 (1,2,3) - since its a very easy map (Who said it was intended to be a ''very easy map'' ? :^D ) , for newer players its gonna be confusing that the sliderpath tends to 02:23:665 (3) - although the player has to click 02:23:472 (2) - firstly after the slider. I hope u get what i mean, if not ask me xD - Yes, I did and I do agree...but this is not supposed to be an easy map for newbie players >3< (i mean..not this diff hehe)
02:29:242 (1,2,3,4,5) - this is questionable for the difficulty of the map, make simple lines or triangles and emphasize with sharp angles http://puu.sh/r7uCY/02d8183b12.jpg also use your DS! :D - Sadly, I agree with you, but this is not a regular ''ez slow 3 star map''...I want people to feel the Sakura no Yume's thoughts and play accordingly to the song! :3 Also, it flows really well the way it is now! xD (PS: I used my DS, this is a jumpy pattern, not a regular 1/2 :P )
02:40:011 (1) - idk about this, since there isnt really a beat which fits the slider - it was meant to follow the Hi-hats, I even adjsuted the volumes to keep getting higher :P
02:41:549 (1,2,3,4,5,6,7,8,1,2,3,4) - make at the beginning reverse sliders to introduce in the following stream like e.g http://puu.sh/r7uNT/ec7f4a3cde.jpg - I totally agree with you again, but as mentioned...it's not a regular ez 3 star slow map...this will ruin this moment >.< I can't do that ;w;
The rest looks nice so far, just please make your DS make more sense, create a policy and you ll be fine (I understand, if you take a quick check on the other 2 diffs you'll see how consistent I can be while making simple things for newer players :3, but my reasoning in this diff is beyond terms of ''1/1 and 1/2'', it's prioritizing the song itself hehe ). Also maybe try to add some different sliderarts, since it feels a bit monotonous with simple curved and straight sliders - Hmm...idk about that, would be a good idea if I had chosen this from start, but i don't see the point now, but will keep that in mind for future maps !

Nice map, nice hitsounds and nice SB. Keep it up, I want to see this ranked!! :D - thanks :D
GL with your map and happy mapping! (: - - Same for you mah frend <3
Ty very much for the mod Mr. <3
Noffy
Hi! Mod as requested from my queue.
I accidentally summoned Ayyri by talking about this map with her in call 8-)

[General]

Please, modify your metadata as following:


Artist:青木月光
Romanized Artist:Aoki Gekkoh
Title:夢と葉桜
Romanized Title:Yume to Hazakura

consider adding to tags: Vocaloid 初音ミク Dream and Cherry Tree Leaf 花楽里漫葉集 Karakuri Manyoushuu

these tags are for miku, what she is, the english name of the song, and a cd the song was featured on.

Consider renaming Advanced as Hard, as it's kind of weird to have an advanced without a difficulty actually named Hard (even if that's what Sakura no Yume seems to function as..?)


uh.. for the timing, why did you not just use the timing from the ranked map of the same song?
I double checked it to make sure it wasn't wrong timing that got away with it from being old, and it appears to be correct..
while this is
so many red timing points.
ack.
:o

Since Normal and Advanced do not customize combo colors in the same way that Sakura no Yume does, I suggest removing combo colors 5-8 in those two difficulties.
This is because having the grey and BRIGHT PINKS throughout the map does not compliment in the background or the mood of the song, where Sakura no Yume used the pinks to emphasize specific notes and grays for specific sections.


The gap between Advanced and Sakura no Yume is concerning due to the dramatic difference in circle size and the way slider velocity feels. Consider adding an additional difficulty in between to smooth it out.
I understand that may be difficult due to the length of the song, but it's very important and aa.

[Normal]
00:16:934 (1) - Consider moving to the right, it is uncomfortably close to 00:16:934 (1) - . You may have to modify the placements following it so that DS will be maintained, but I think it's worthwhile :)
00:18:472 (1,2) - You really drove yourself into a wall here, which doing ^ should help fix. That (1) covers up the majority of (2)'s slider body makes it hard to read and results in very little movement while playing. ):
00:21:549 (1,2) - This really does happen a lot in this difficulty and is the primary thing which I dislike about it. Too much of the second slider is getting covered. Let it see the light of day ):
00:40:011 (1,2) - Having 2 follow straight out of 1 should look and play better.
00:40:011 (1,1) - These overlap.. and look really crowded... Could be fixed by moving 00:40:011 (1,2,3) - over to the right, and maybe down a bit. Like so (objects moved forward in time for screenshot purposes)
00:52:319 (1,2) - Same as before :( .. You know what, I'll make a box listing every time this happens.
box
00:55:396 (1,2) -
02:00:011 (1,2) -
02:06:165 (1,2) -
02:12:319 (1,2) -
03:26:165 (1,2) -
00:58:472 (1,2) - This is good tho

00:53:857 (3) - Why not use a rhythm like 00:56:934 (1,2) - here? it feels very empty to have nothing for an entire bar.
01:06:165 (3) - Consider curving this the other way so that it plays better from the note before and leads better into the note after.
01:10:780 (1,2) - I like this, it's simple, looks nice, and emhpasizes her vocals well :)
01:34:242 (2,3) - Please consider making this a 1/2 reverse slider instead, so as to be consistent with.. 01:28:088 (2) - , 01:31:165 (2) -
01:41:549 (1,2) - During this part of the song, the violin is very smooth, and not harsh. The hard edges of the sliders are harsh, and I think simple curves would fit this song here far better.
01:47:703 (1,2) - ^
02:14:626 (3,1) - Overall, this overlap is a nice idea, except for when the first slider touches the slider end of the second. Consider
02:39:242 (3) - Have this not be a reverse slider and start the spinner 02:40:011 - here, as that's where her held vocal begins.


[Advanced]
00:53:857 (3) - Like in Normal, consider adding a rhythm like 00:56:934 (1,2) - here, as it feels empty to leave an entire bar unmapped while the music is still going.
03:20:780 (1,2) - These two are sliiightly not perfectly parallel.

that's it for advanced! Very clean and nice difficulty. I like it quite a bit.

[Sakura no Yume]

Please note I modded this diff before the last mod was posted, so some stuff may have changed >_< ack


why is it set to 1/16? It's a bit scary to open a map to this :o


01:06:165 (1,2) - I personally dislike the flow here, as it goes in contrast to the nice spacing and circulation that was growing in 01:04:626 (1,2,1) - and feels anticlimatic as a result. I think moving it up somewhere above 1 should improve on that.
01:13:857 (1) - This slider used far more points than is neccessary, and is noticable in that it looks lumpier on the edges than it should be rather than smooth.
Some ideas
Closest to original
Similar shape, but is more opened up.
An inbetween of the above two suggestions.

01:22:319 (1,1) - This plays fine, in my opinion, but looking at the spacing in the editor..
blaze it
01:41:165 (1,2,3,4) - I understand that you are mapping to the drum roll in the background, but this sudden density of notes is so drastically different from that found throughout the map that it completely breaks its balance. Now, players at a level where they enjoy the map find themselves unable to pass it. Those that can handle this would most likely be bored by the rest of the map. Neither party is happy. Sadness all around.
Perhaps change the rhythm like so (and move up the sv 1.0 multiplier to start where these do) and follow the violin from the start rather than starting to at 01:41:549 (1) -
01:53:472 (1,2,3,4,1) - On top of the weirdly dense stream, there's a jump from 4 to 1 for no apparent reason? It's hard to read, and.. doesn't make much sense.. Though personally I think A rhythm like this would fit better (I think), with some nice spacing so that the drum is still emphasized while having this part of the map more consistent with the rest.
02:41:549 (1,2,3,4,5,6,7,8,1,2,3,4,1,2) - While, this is great, it looks great, it doesn't fit with the rest of the diff for why I said above. Please consider replacing it with something more appropriate in respect to the rest of the map.
03:06:934 (1,2,3,4,5,6,7,8) - And.. now on top of the same reasons above, the spacing changes make it hard to tell that they're all the same distance apart in time :(
03:31:549 (1,2,3,4,5,6,7,8) - :(
03:44:323 (2) - What is this mapped to??? :o

Overall I personally really liked this difficulty and its unique style, it flowed really nicely!, but those streams set fire to all that was good by raising the difficulty of the map by a ton.
Ayyri

Seto Kousuke wrote:

Map for the song, not for the game.


hi noffy summoned me 8-)

[General]
  • :!: Pay attention to what Noffy says regarding timing, as well as metadata. (Also her overall mod itself!)
  1. Unused hitsounds:
    soft-sliderslide3.wav
    soft-slidertick3.wav

  2. Hitsounds with delay > 5ms:
    drum-hitclap.wav (7ms)
    drum-hitnormal.wav (7ms)
    drum-hitwhistle.wav (10ms)
    soft-hitnormal2.wav (6ms)
    soft-hitwhistle.wav (11ms)

    :arrow: Ranking Criteria for hitsounds. Aside from the hitsounds having a pretty big delay before the actual sound begins, they also last quite awhile after they sound. Consider looking into making them shorter.

  3. Difficulties end time is not consistent:
    03:44:612 - Normal
    03:44:612 - Advanced
    04:08:145 - Sakura no Yume

    :arrow: While it's not unrankable to have the difficulties end at different times, it's not recommended. Since people that can't play the harder difficulty can't play the 24 seconds that the people that can play the harder difficulty can. So please, consider mapping the piano at the end for all of the difficulties.
  4. Please consider renaming Advanced to Hard or even mapping a Hard to improve the difficulty spread in this set. Because there's quite the gap in difficulty from Advanced to Sakura no Yume.
  5. Also, take note of what is said about the streams. Literally removing them from the difficulty removes .60* from the overall difficulty. That shows that they're a major spike in difficulty based on the rest of the map.
[Normal]
  1. 03:43:857 - Unsnapped slider end.
Noffy wanted to mod Normal and Advanced, but I just had to point this out.

[Storyboard]
  1. Unused files:
    fog.png

  2. 00:20:756 - Every time the dim happens, it feels rather sudden, and a tad bit unwarranted. Rather than emphasize the ripple at 00:20:780 - , it feels like it takes away from it. Especially since it lasts longer than the ripple itself does.
  3. 00:27:679 - Shouldn't this ripple start at 00:27:703 - ? That's where the hitobject is, and that's how every other ripple starts.
  4. 01:16:910 - This pulse looks realllllllly weird. The image looks like it's just in a different place than the background itself, and causes a very bad overlap between the two, making the pulse look very messy. Basically, the pulse looks like it's overlapping the background, rather than radiating out from it. (Also the pulse should start at 01:16:934 - , where the kiai starts, rather than before it, at 01:16:910 - .)
  5. 02:43:064 - This image should probably fade in. Because it's really obvious from 02:43:040 - to 02:43:064 - that this image just appears. It looks rather stagnant and weird.
  6. 03:07:679 - The pulse here really doesn't work out too well. Because of the image from 02:43:088 - is returning to the original size of the background, and causes the two images to conflict reallllllly badly.
  7. 03:07:871 - The lotus image looks low quality, and there's a visible white line around the petal. Please edit the original image. ;w;
  8. 03:53:866 - Why does the lotus suddenly go in an L shape here? Try going diagonally instead. It should make it flow a bit more nicely.
  9. 03:56:967 - The "Thank You" image looks really low quality too. Please don't ruin the image quality so much. ;___;
I'm only modding major issues that I have with the patterns in Sakura no Yume. Not being too nitpicky right now.

[Sakura no Yume]
  1. 00:16:934 - and 00:17:511 - Should be spaced a bit closer due to the change in rhythm.
  2. 00:23:472 - to 00:23:857 - These should be spaced a bit further apart, again, due to the rhythm here. Having them so close together makes it feel very cramped for such a slow song.
  3. 00:26:165 - to 00:26:934 - This relates to the above point with having really weird and inconsistent spacing between similar notes.
  4. 00:27:703 - to 00:40:011 - The break here feels really forced. It comes at the beginning, and right when Miku starts singing. As well as the fact that there are very audible drums in the background, which you could map to. But you could argue, having a break is good. Yes, that is true. If it is placed correctly. The problem with having a break more so towards the beginning than the middle or end, is that it means the player will have a longer amount of time to play for, after the break, than before it. Basically, this just makes the amount of play time vs. the amount of down time very unequal and weird. This applies to all of the difficulties.
  5. 00:48:280 - and 00:48:472 - With how you've been spacing this type of rhythm, this could be read as being a lot closer than it actually is. Please refer to my other points about this.
  6. 00:53:088 - and 00:53:472 - Again with this type of rhythm, and this time of spacing. The main reason these are being pointed out, is because nothing has changed in the song between any of these. So that doesn't really warrant the weird spacing differences.
  7. 01:02:319 - and 01:02:703 - Same here. (Not going to point out this type of rhythm again, since it appears pretty often. But just consider what you're doing here.)
  8. 01:13:857 - There's waaaay too many anchors on this slider. Since Noffy wanted to comment on this slider specifically, please refer to her post about it.
  9. 01:15:780 - to 01:16:549 - The jump between these three notes is waaaay too big for what the song is giving here. The song is really calm. Please try to respect that in your spacing.
  10. 01:22:319 - This is a tad bit more personal taste, but I've found that a lot of times, NCing at the end of a triplet or stream will cause people to read it wrong. (As being a beat or two after the triplet/stream.) So yeah. This is kind of more so up to out. Just putting my bit here. :)
  11. 01:22:319 - , 01:23:665 - , and 01:23:857 - Again, the spacing between these notes is MUCH too big for what the song is giving you here. The rhythm hasn't changed, yet you used a screen jump. That's bound to make a lot of people mess up. Please make them closer.
  12. 01:24:626 - and 01:25:011 - This pattern will also change based on the above point. But the spacing should be decreased a bit here too.
  13. 01:41:165 - This stream is reallllly scrunched up. But at least the spacing was consistent through the notes, unlike the other streams. ;w;
  14. 01:49:242 - and 01:49:626 - Decrease the spacing between these two patterns. It's much too big for what the song is giving you here.
  15. 01:51:549 - Remove NC and NC at 01:52:703 - or somewhere else instead. Because at places like 01:20:588 - you didn't use a NC like this. So just consistency issues.
  16. 01:52:703 - and 01:53:280 - Why have the first 3 paired together in a triplet, but have the 4th note off by itself? Seems weird especially since they're all rhythmically the same distance apart.
  17. 01:53:472 - and 01:53:857 - This stream could be moved to be more even with 01:53:857 - . As well as the fact that the spacing of the stream itself increases over time, when the music doesn't change. Please try to make it more even.
  18. 01:58:857 - to 01:59:242 - This honestly just looks like a spaced stream based on how you have been spacing this type of rhythm. Please try to have a bit more consistency. ;w;
  19. 02:11:165 - to 02:11:549 - Same problem as 01:58:857 -.
  20. 02:29:242 - For this pattern try something a bit more like this it makes the flow here a bit less awkward.
  21. 02:40:011 - This realllllly does not fit the song here. It's snapped to 1/12. That's overdoing the sound that's going on here. Try to use a spinner like you did in Normal or a reverse slider snapped to 1/1 like you did in Advanced.
  22. 02:41:549 - to 02:42:896 - While this stream plays nice, and looks relatively nice, it really does break the overall flow of the difficulty and is just a major spike in difficulty. Please consider other options like you used in Normal or Advanced. (02:42:703 - and 02:42:896 - are pretty nice though. :D But they're probably going to change based on what I pointed out here.)
  23. 03:06:934 - to 03:07:607 - This stream as the same problem as the above one. (Also this one has increased spacing for no reason. The music doesn't change at all, to warrant such a change in spacing.)
  24. 03:31:549 - to 03:32:222 - Same here. ;____;
  25. 03:43:843 - to 03:44:419 - Why have these 3 notes spaced really close together, then just have 03:44:612 - off by itself? This makes this look like there's a beat in between this pattern, when it's all just a part of the same rhythm.
  26. Going from the above point, what is 03:44:323 - following? I think a better rhythm that could be used was from 03:43:843 - to 03:44:612 - is this
  27. 04:07:688 - to 04:08:145 - This not only is spaced a bit badly, but it's snapped to 1/16. There is probably something wrong with your timing if you're having to do that. Please look into this and fix it. ;w;
Overall, I think this difficulty would need a lot of work to be nice. There's a handful of questionable things aside from what I mentioned, but I wasn't asked to mod this, so I don't want to seem rude to you. Please note that I modded this before the last mod was applied. So some things might have changed.
Topic Starter
Seto Kousuke
Agree
Disagree
Comment


Noffy wrote:

Hi! Mod as requested from my queue. - Hi hi :3
I accidentally summoned Ayyri by talking about this map with her in call 8-) - I noticed...Hahahaha xD
[General]

Please, modify your metadata as following:


Artist:青木月光
Romanized Artist:Aoki Gekkoh
Title:夢と葉桜
Romanized Title:Yume to Hazakura

consider adding to tags: Vocaloid 初音ミク Dream and Cherry Tree Leaf 花楽里漫葉集 Karakuri Manyoushuu

these tags are for miku, what she is, the english name of the song, and a cd the song was featured on. - God bless you and your beautifull metadata gift <3

Consider renaming Advanced as Hard, as it's kind of weird to have an advanced without a difficulty actually named Hard (even if that's what Sakura no Yume seems to function as..?) - Sakura no Yume it's one of those 4 star underwheighted things (but due to the suggestion of really removing the stream and the drastical drop of stars, I'll see what happens tho, many things could happen, as like another 3 star more ''simple'' diff)


uh.. for the timing, why did you not just use the timing from the ranked map of the same song?
I double checked it to make sure it wasn't wrong timing that got away with it from being old, and it appears to be correct..
while this is
so many red timing points.
ack.
:o - That's only because of the pianos in the beginning, I'm not really quite sure about it neither, already requested someone to take a look at the pianos and see what timing is required...about the ''rest of the map'' it's the same as the ranked one :3

Since Normal and Advanced do not customize combo colors in the same way that Sakura no Yume does, I suggest removing combo colors 5-8 in those two difficulties. - oh, is this allowed? xD sounds like a plan to me
This is because having the grey and BRIGHT PINKS throughout the map does not compliment in the background or the mood of the song, where Sakura no Yume used the pinks to emphasize specific notes and grays for specific sections. - yup, agreed


The gap between Advanced and Sakura no Yume is concerning due to the dramatic difference in circle size and the way slider velocity feels. Consider adding an additional difficulty in between to smooth it out. -
I understand that may be difficult due to the length of the song, but it's very important and aa. - I have no problems with mapping another long diff :3 I'll just analyze a bit better the options, like nerfing the streams and see what will happen to the spread depending on the new star rating

[Normal]
00:16:934 (1) - Consider moving to the right, it is uncomfortably close to 00:16:934 (1) - . You may have to modify the placements following it so that DS will be maintained, but I think it's worthwhile :) - I think your second link was a mistake xD but I got your point and I agree, fixed
00:18:472 (1,2) - You really drove yourself into a wall here, which doing ^ should help fix. That (1) covers up the majority of (2)'s slider body makes it hard to read and results in very little movement while playing. ): - you're right...fixed ^^
00:21:549 (1,2) - This really does happen a lot in this difficulty and is the primary thing which I dislike about it. Too much of the second slider is getting covered. Let it see the light of day ): - yeah, I understand your point now and won't repeat it in the future :3
00:40:011 (1,2) - Having 2 follow straight out of 1 should look and play better. - indeed, fixed and will fix others if found
00:40:011 (1,1) - These overlap.. and look really crowded... Could be fixed by moving 00:40:011 (1,2,3) - over to the right, and maybe down a bit. Like so (objects moved forward in time for screenshot purposes) - Understood~ Fixed
00:52:319 (1,2) - Same as before :( .. You know what, I'll make a box listing every time this happens. - Sryy! xD I thought it was coing to be a good idea to repeate that ''thing'' ahauoeaou, obviously didn't worked and won't repeat it :3

00:53:857 (3) - Why not use a rhythm like 00:56:934 (1,2) - here? it feels very empty to have nothing for an entire bar. - hmm indeed, I can't use the 2 sliders because of the lack of their sound here, but I can follow the piano, so I added 3 notes just like a similar part before
01:06:165 (3) - Consider curving this the other way so that it plays better from the note before and leads better into the note after. Yeah, wanted to try that pattern to see if could work, but I agree with you, changed this and the position of the next 3 notes for a better flow
01:10:780 (1,2) - I like this, it's simple, looks nice, and emhpasizes her vocals well :) - c:
01:34:242 (2,3) - Please consider making this a 1/2 reverse slider instead, so as to be consistent with.. 01:28:088 (2) - , 01:31:165 (2) - but important sound at 01:34:626 (3) - , I tried to make it clickable in every diff, I'll leave a heads up here, so in case someone else points that, I'll change no worries :3
01:41:549 (1,2) - During this part of the song, the violin is very smooth, and not harsh. The hard edges of the sliders are harsh, and I think simple curves would fit this song here far better. - hmmm, okay, adjusted c:
01:47:703 (1,2) - ^
02:14:626 (3,1) - Overall, this overlap is a nice idea, except for when the first slider touches the slider end of the second. Consider - ohh, good point, thanks
02:39:242 (3) - Have this not be a reverse slider and start the spinner 02:40:011 - here, as that's where her held vocal begins. - oh okay, didn't quite liked that reverse neither


[Advanced]
00:53:857 (3) - Like in Normal, consider adding a rhythm like 00:56:934 (1,2) - here, as it feels empty to leave an entire bar unmapped while the music is still going. - Agreed, Added 3 notes just like the other example of this same section
03:20:780 (1,2) - These two are sliiightly not perfectly parallel. - fixed. (i think so... xD)

that's it for advanced! Very clean and nice difficulty. I like it quite a bit. - c: :)

[Sakura no Yume]

Please note I modded this diff before the last mod was posted, so some stuff may have changed >_< ack - Okie dokie


why is it set to 1/16? It's a bit scary to open a map to this :o - HAHAHA XD That's trolly just because of the piano thing, after the timing check I requested it will probably be gone c:


01:06:165 (1,2) - I personally dislike the flow here, as it goes in contrast to the nice spacing and circulation that was growing in 01:04:626 (1,2,1) - and feels anticlimatic as a result. I think moving it up somewhere above 1 should improve on that. - I totally agree, to be honest this is ''what survived'' from the first version of this which I made a looong time ago when I was more newbie at mapping, I also don't like it that much xD Fixed with something similar to your suggestion :3
01:13:857 (1) - This slider used far more points than is neccessary, and is noticable in that it looks lumpier on the edges than it should be rather than smooth. I agree, tbh that was my first ''bally slider'' xD and thank you very much for your examples, helped a lot! (I've chosen the second one btw x] )
01:22:319 (1,1) - This plays fine, in my opinion, but looking at the spacing in the editor..
blaze it - yeah, tense stuff >3<
01:41:165 (1,2,3,4) - I understand that you are mapping to the drum roll in the background, but this sudden density of notes is so drastically different from that found throughout the map that it completely breaks its balance. Now, players at a level where they enjoy the map find themselves unable to pass it. Those that can handle this would most likely be bored by the rest of the map. Neither party is happy. Sadness all around. (sadness all around hHAHAHA XD)
Perhaps change the rhythm like so (and move up the sv 1.0 multiplier to start where these do) and follow the violin from the start rather than starting to at 01:41:549 (1) - hmm...Actually I have an Idea, probably won't fix streams on this update since it will require a bit of time, but will definetly nerf/adjust all the streams :D
01:53:472 (1,2,3,4,1) - On top of the weirdly dense stream, there's a jump from 4 to 1 for no apparent reason? It's hard to read, and.. doesn't make much sense.. Though personally I think A rhythm like this would fit better (I think), with some nice spacing so that the drum is still emphasized while having this part of the map more consistent with the rest. - Going to test this aswell
02:41:549 (1,2,3,4,5,6,7,8,1,2,3,4,1,2) - While, this is great, it looks great, it doesn't fit with the rest of the diff for why I said above. Please consider replacing it with something more appropriate in respect to the rest of the map. - We will miss you...big stream. ✝
03:06:934 (1,2,3,4,5,6,7,8) - And.. now on top of the same reasons above, the spacing changes make it hard to tell that they're all the same distance apart in time :( - will miss you streams ✝
03:31:549 (1,2,3,4,5,6,7,8) - :( -Goodbye ✝
03:44:323 (2) - What is this mapped to??? :o - There's drum sounds at this point, they start a bit low, but they're there, listening in slow-mo is easier to see :3

Overall I personally really liked this difficulty and its unique style, it flowed really nicely! - , but those streams set fire to all that was good by raising the difficulty of the map by a ton. - Yeah, will fix them :3

Ayyri wrote:

hi noffy summoned me 8-) - Welcome c:

Real time picture!


- Boo!


[General]
  • :!: Pay attention to what Noffy says regarding timing, as well as metadata. (Also her overall mod itself!) - of course, it's been a huge help both of you o/
  1. Unused hitsounds:
    soft-sliderslide3.wav
    soft-slidertick3.wav

    whoopsie, deleted

  2. Hitsounds with delay > 5ms:
    drum-hitclap.wav (7ms)
    drum-hitnormal.wav (7ms)
    drum-hitwhistle.wav (10ms)
    soft-hitnormal2.wav (6ms)
    soft-hitwhistle.wav (11ms)

    :arrow: Ranking Criteria for hitsounds. Aside from the hitsounds having a pretty big delay before the actual sound begins, they also last quite awhile after they sound. Consider looking into making them shorter. - ohh, thanks for the warning, will fix it soon

  3. Difficulties end time is not consistent:
    03:44:612 - Normal
    03:44:612 - Advanced
    04:08:145 - Sakura no Yume

    :arrow: While it's not unrankable to have the difficulties end at different times, it's not recommended. Since people that can't play the harder difficulty can't play the 24 seconds that the people that can play the harder difficulty can. So please, consider mapping the piano at the end for all of the difficulties. - Yeah, I aggree, I'll just wait a friend to check the timing of those pianos, if they're necessary or not and I'll adjust it
  4. Please consider renaming Advanced to Hard or even mapping a Hard to improve the difficulty spread in this set. Because there's quite the gap in difficulty from Advanced to Sakura no Yume. - Depending on how the nerfing/adjustment of the streams from Sakura no Yume are dealt, I'll rename advanced to hard and keep 3 diffs (but will analyze better)
  5. Also, take note of what is said about the streams. Literally removing them from the difficulty removes .60* from the overall difficulty. That shows that they're a major spike in difficulty based on the rest of the map. - Roger that
[Normal]
  1. 03:43:857 - Unsnapped slider end. - I think it's ''ok'' because the ''usnapped'' thing is just because of that timing point...in theory it sounds ok and it's not a problem, i think ? xD
Noffy wanted to mod Normal and Advanced, but I just had to point this out. - :P

[Storyboard]

Will fix them at a different time, thanks for modding it :3 (yeah, I'll update this with comments if needed)

  1. Unused files:
    fog.png

  2. 00:20:756 - Every time the dim happens, it feels rather sudden, and a tad bit unwarranted. Rather than emphasize the ripple at 00:20:780 - , it feels like it takes away from it. Especially since it lasts longer than the ripple itself does.
  3. 00:27:679 - Shouldn't this ripple start at 00:27:703 - ? That's where the hitobject is, and that's how every other ripple starts.
  4. 01:16:910 - This pulse looks realllllllly weird. The image looks like it's just in a different place than the background itself, and causes a very bad overlap between the two, making the pulse look very messy. Basically, the pulse looks like it's overlapping the background, rather than radiating out from it. (Also the pulse should start at 01:16:934 - , where the kiai starts, rather than before it, at 01:16:910 - .)
  5. 02:43:064 - This image should probably fade in. Because it's really obvious from 02:43:040 - to 02:43:064 - that this image just appears. It looks rather stagnant and weird.
  6. 03:07:679 - The pulse here really doesn't work out too well. Because of the image from 02:43:088 - is returning to the original size of the background, and causes the two images to conflict reallllllly badly.
  7. 03:07:871 - The lotus image looks low quality, and there's a visible white line around the petal. Please edit the original image. ;w;
  8. 03:53:866 - Why does the lotus suddenly go in an L shape here? Try going diagonally instead. It should make it flow a bit more nicely.
  9. 03:56:967 - The "Thank You" image looks really low quality too. Please don't ruin the image quality so much. ;___;
I'm only modding major issues that I have with the patterns in Sakura no Yume. Not being too nitpicky right now. - oks

[Sakura no Yume]
  1. 00:16:934 - and 00:17:511 - Should be spaced a bit closer due to the change in rhythm. - hmmm idk, the distance is the same of the most common 1/2 I've used, will leave it like this atm, but will stay alert on this note
  2. 00:23:472 - to 00:23:857 - These should be spaced a bit further apart, again, due to the rhythm here. Having them so close together makes it feel very cramped for such a slow song. - I increased the DS, but i won't use a more spaced one because I want it to be ''special'' for the last kiai
  3. 00:26:165 - to 00:26:934 - This relates to the above point with having really weird and inconsistent spacing between similar notes. - but they're not similar, 00:26:934 (3) - hear the sound :3 it has this different ''Clack'' that happens very few times in the song, it's important and impactfull, so I try to emphasize him well in these very few times, it flows nice and fits well if you care about him >3< no? o:
  4. 00:27:703 - to 00:40:011 - The break here feels really forced. It comes at the beginning, and right when Miku starts singing. As well as the fact that there are very audible drums in the background, which you could map to. But you could argue, having a break is good. Yes, that is true. If it is placed correctly. The problem with having a break more so towards the beginning than the middle or end, is that it means the player will have a longer amount of time to play for, after the break, than before it. Basically, this just makes the amount of play time vs. the amount of down time very unequal and weird. This applies to all of the difficulties. - My main reason for the break, was more because of this note 00:27:703 (1) - , i feel that she's special, by leaving a break here I feel that she becomes more important, if not for this break, the map won't have any breaks. Also, it's a good moment for the player to listen a bit of the song and ''identify'' the drums I'll use as rythm most of the time since they're not ''usual constant 1/2 clicking''
  5. 00:48:280 - and 00:48:472 - With how you've been spacing this type of rhythm, this could be read as being a lot closer than it actually is. Please refer to my other points about this. - I've had many testplayers from lots of different ranks, all of them could understand how it's supposed to be clicked due to the fact I ''teach'' the player how my spacing and motions work little by little (because of the use of sliders, angles, etc)
  6. 00:53:088 - and 00:53:472 - Again with this type of rhythm, and this time of spacing. The main reason these are being pointed out, is because nothing has changed in the song between any of these. So that doesn't really warrant the weird spacing differences. - You're right, if it wasn't for the fact that these are always the 2 ''momentum beats'' of those drums, and I padronize them like that so the player can identify it >3< other variations are simply spaced or sliders...but using that over and over again is too much common and generic, no ? :P
  7. 01:02:319 - and 01:02:703 - Same here. (Not going to point out this type of rhythm again, since it appears pretty often. But just consider what you're doing here.) - yup, I understand your point, I'll defend it, sorry for not changing it >3<
  8. 01:13:857 - There's waaaay too many anchors on this slider. Since Noffy wanted to comment on this slider specifically, please refer to her post about it. - yes yes, and it was a big help! adjusted already ^^
  9. 01:15:780 - to 01:16:549 - The jump between these three notes is waaaay too big for what the song is giving here. The song is really calm. Please try to respect that in your spacing. - I did, that's exactly the reason why they're like this xD 01:16:165 (3) - remember what I said about this rare sound ? :3
  10. 01:22:319 - This is a tad bit more personal taste, but I've found that a lot of times, NCing at the end of a triplet or stream will cause people to read it wrong. (As being a beat or two after the triplet/stream.) So yeah. This is kind of more so up to out. Just putting my bit here. :) oh yeah, I agree with you, I don't personally don't like it neither...but the problem is that the SV change on this slider is kinda big(from 0.85 -> 0.50) So I put the pink collor that I padronized only for moments like these
  11. 01:22:319 - , 01:23:665 - , and 01:23:857 - Again, the spacing between these notes is MUCH too big for what the song is giving you here. The rhythm hasn't changed, yet you used a screen jump. That's bound to make a lot of people mess up. Please make them closer. - Sorry, I can't x.x the main theme of these kiais are those jumps with these CS, isn't hard to aim, it's just hard to ''control your stopping point'', many testplayers with many different ranks could play this and enjoyed a lot >3< it fits the music logic based on my theme and also helps it not become just ''one more regular 3 star blabla''...Try to feel the rythms I teach you during the beginning and the rest of the map, and you'll feel those patterns a bit better :3
  12. 01:24:626 - and 01:25:011 - This pattern will also change based on the above point. But the spacing should be decreased a bit here too. - it won't, sorry >.<
  13. 01:41:165 - This stream is reallllly scrunched up. But at least the spacing was consistent through the notes, unlike the other streams. ;w; - Oh yeah, no worries, i'll re-do all streams for a different thing :3 I hope you have fun with them when I finish it (not today tho hehe)
  14. 01:49:242 - and 01:49:626 - Decrease the spacing between these two patterns. It's much too big for what the song is giving you here. - It's fine :|
  15. 01:51:549 - Remove NC and NC at 01:52:703 - or somewhere else instead. Because at places like 01:20:588 - you didn't use a NC like this. So just consistency issues. - It's funny how I always looked at it like ''this is wrong...hmmm...meh I'll change later'' HAHAHA XD fixed :3
  16. 01:52:703 - and 01:53:280 - Why have the first 3 paired together in a triplet, but have the 4th note off by itself? Seems weird especially since they're all rhythmically the same distance apart. - I would suggest you stop being jailed by numbers...and start feeling a bit more of what's happening in the song >.< Numbers represent theory, but they do not represent the sounds, mapping is not just placing circles hehe...at least for me >.<
  17. 01:53:472 - and 01:53:857 - This stream could be moved to be more even with 01:53:857 - . As well as the fact that the spacing of the stream itself increases over time, when the music doesn't change. Please try to make it more even. - Going to remake streams, as mentioned before :3
  18. 01:58:857 - to 01:59:242 - This honestly just looks like a spaced stream based on how you have been spacing this type of rhythm. Please try to have a bit more consistency. ;w; - if you keep jailing yourself to numbers and generic rules, you won't be able to feel the song :3 If you play/look the map feeling and learning the rythm and motions I slowly teach since beginning, you would feel instantly that this would not be a spaced stream hehe
  19. 02:11:165 - to 02:11:549 - Same problem as 01:58:857 -. - Try to feel my thoughts within this map instead of other people's ideas on different maps hehe
  20. 02:29:242 - For this pattern try something a bit more like this it makes the flow here a bit less awkward. - Cool idea, but i think i'll keep this one >.< it's following similar logic of 02:23:088 (1,2,3,4,5) - but just a bit harder, and it flows really well actually
  21. 02:40:011 - This realllllly does not fit the song here. It's snapped to 1/12. That's overdoing the sound that's going on here. Try to use a spinner like you did in Normal or a reverse slider snapped to 1/1 like you did in Advanced. - Yeah, you're right, the intention was cool but didn't work as good as it should, when I remake the streams I'll change it ^^ thanks!
  22. 02:41:549 - to 02:42:896 - While this stream plays nice, and looks relatively nice, it really does break the overall flow of the difficulty and is just a major spike in difficulty. Please consider other options like you used in Normal or Advanced. (02:42:703 - and 02:42:896 - are pretty nice though. :D But they're probably going to change based on what I pointed out here.) - Yeah, rip streams :c
  23. 03:06:934 - to 03:07:607 - This stream as the same problem as the above one. (Also this one has increased spacing for no reason. The music doesn't change at all, to warrant such a change in spacing.) - streams will be changed <3
  24. 03:31:549 - to 03:32:222 - Same here. ;____; - [/color]
  25. 03:43:843 - to 03:44:419 - Why have these 3 notes spaced really close together, then just have 03:44:612 - off by itself? This makes this look like there's a beat in between this pattern, when it's all just a part of the same rhythm. - you gotta feel more the intentions and the song :P
  26. Going from the above point, what is 03:44:323 - following? I think a better rhythm that could be used was from 03:43:843 - to 03:44:612 - is this - There's a drumming sound starting this section, it's low and starts to get higher, but it exists, i'll try other options tho, but will keep this for now
  27. 04:07:688 - to 04:08:145 - This not only is spaced a bit badly, but it's snapped to 1/16. There is probably something wrong with your timing if you're having to do that. Please look into this and fix it. ;w; - yeah, it's spaced badly because it's stacked, not spaced xDD and yeah, the 1/16 thing will be solved when new timing of these pianos (if necessary) arrive, ^^
Overall, I think this difficulty would need a lot of work to be nice. There's a handful of questionable things aside from what I mentioned, but I wasn't asked to mod this, so I don't want to seem rude to you - no worries, Mods are always made with good intentions, nothing you say would possibly make me angry or anything, i'm really chill about positions and stuff :3. Please note that I modded this before the last mod was applied. So some things might have changed.

Thank you very much for modding my map by your own will :3 Sorry if I rejected a lot of things Ayyri, but this wasn't made to be just another regular ''low difficulty'' we see everyday...as mentioned: It's mapped for the song, not for the game. I'm not saying ''hurrrr my style! this game is bad!'' since you can clearly see how i'm open for opinions and changes :3, but although it doesn't follow ''common'' ideas, it does have logic and playability for the pupose chosen, you just gotta open your mind and let be teached by the map itself how to play it, it's not like I'm forcing insanely stupid stuff :) except the streams, i guess...? hahahaha wll be changed anyway :P

Sorry if I sounded rude or something at any point, it's not my intention! thank you both a lot :)
Darcsol
M4M request

EDIT: Some of my suggestions might already be mentioned by previous modders.

[General]
  1. Remember to apply metadata to all diffs.
  2. The BG looks stretched, so I found the original BG and edited it to fit. Let me know if you want additional changes.
  3. Like the modder before me, I highly consider renaming Advance to Hard.
  4. Add Dream and A Cherry Tree to Tags
  5. Combo colors 5 and 6 look very similar. Combo colors should be distinct. Consider differentiate them more or remove one of them.

[Storyboard]
  • Normal and Advanced currently have no storyboard.
  1. 00:03:113 - The ring is not centered to the slider. Either position the ring or the slider.
  2. 00:03:113 - I highly recommend continuing the water ripple(?) effect until it fade away. Having the ring expand then stop feel incomplete and unpolished. water ripples(?) don't do that.
  3. 00:04:626 - ^
  4. 00:06:164 - ^
  5. 00:07:704 - ^
  6. 00:09:266 - ^
  7. 00:10:781 - ^
  8. 00:13:833 - It's strange to see the lotuses suddenly not move. Consider continuing the lotuses' movement till they disappear.
  9. 00:15:396 - The strobe light is sudden and distracting. I'm not sure how it fits with the mood and tone of the song. Consider toning it down.
  10. 00:15:396 - The ring also contributes with the uneven mood and tone. Consider toning down as well. The ring is also not centered to the slider.
  11. 00:20:780 - Is the slight dark screen effect necessary? And like I said above, tone down the ring growth. The right is also not centered to the slider.
  12. 00:27:703 - Like I said before about the ring.
  13. 00:51:549 - ^
  14. 01:22:319 - ^
  15. 01:46:934 - ^
  16. 02:42:968 - I highly recommend increasing the white background fad. I think it fads away too fast to achieve that effect. Maybe up to 02:46:165 ?
  17. 02:48:472 - Like I said before about the ring and dark screen effect.
  18. 03:00:780 - ^
  19. 03:08:160 - It's strange to see this time the lotuses suddenly appearing. Maybe this time they should quickly fad in?
  20. 03:37:703 - Like I said before about the ring and dark screen effect.
  21. 03:44:612 - The black screen effect is too sudden. It hurts the mood and tone of the song. At least have it quickly fad in.
  22. 03:44:612 - The lotus makes a sharp 90 degree turn?
  23. 03:56:967 - The "Thank You" image appears too early, especially when the player is still playing the map. Move it to the last object of the map. It's also very low quality. Please edit the quality.

    My problem with the storyboard is how it contradicts the song. Sudden movements and loud effects do not fit the tone and mood here. The storyboard should enhance the song, not fight it. The song is soothing and methodical. I think the storyboard should be too.

[Normal]
  • I noticed that Normal is the only diff with spinners. To be consistent, consider removing the spinners and map them over like the other diffs.
  1. 00:18:472 (1) - New combo?
  2. (Optional) 00:21:165 - A circle here?
  3. 00:53:857 (3) - New combo?
  4. 01:03:088 (3,1) - Consider moving the slider below the circle. Having the player move left to hit (3) then to the right effects pacing, especially in easier diffs.
  5. (Optional) 01:12:319 (2) - New combo?
  6. 01:58:857 (2) - Consider rotating the left instead of facing downward. It also indicates where the next object is.
  7. 02:05:011 (2) - ^
  8. 02:11:165 (2) - ^ Similar to above but this time facing upward instead of to the right.
  9. 03:27:703 (3) - New combo?
  10. 03:37:319 (4) - ^
  11. 03:43:088 (3) - ^
  12. 03:43:088 (3) - ^
  13. (Optional) 03:44:227 (5) - New combo? The other diffs have it as a new combo.
The diff needs general polish.

[Advanced]
  1. For a hard(?) diff, the Drain Rate is pretty lenient. Consider increasing it to 5.
  2. 00:15:011 - A circle here?
  3. 00:16:934 (3) - New combo?
  4. 00:20:011 (4) - ^
  5. (Optional) 01:01:165 - A circle here?
  6. 03:09:626 (4) - New combo?
  7. 03:18:473 (4) - ^
  8. 03:24:627 (4) - ^
Not much to be said here, but feels like a harder normal diff to me. I'm not sure what the diff has to offer. Needs general polish however.

[Yume to Hazakura]
  • It's interesting that the slider velocity is smaller than the easier diffs.
  1. Is the Circle Size being small necessary? It feels like it artificially increases the difficulty. Consider increasing its size.
  2. 00:04:243 (3) - New combo?
  3. 00:44:626 (3) - ^
  4. 01:13:857 (1) - This slider shape looks very misplaced. Not sure why it looks like that.
  5. 01:22:319 - 01:23:665 - 01:23:857 - I agree with the other modder, the spacing is too big, especially it goes against what the song is offering. I highly consider shift them closer.
  6. 02:26:165 (3) - New combo? And what happen to the purple combo?
  7. 02:35:396 (3) - New combo?
After going through the diff, I realized that most of my suggestions are similar to Ayyri. The ones Ayyri suggested you rejected so I don't want to be redundant. Nonetheless, I highly consider go back through Ayyri's mod and look at the ones you rejected.

There are a lot of questionable stuff to the diff's general flow such as 00:14:627 (1,1) - 01:01:165 (2,1) - 01:13:472 (3,1) - 01:22:319 (1,1) - 01:26:934 (3,1) - 01:34:626 (1,1) - 01:45:396 (3,1) - 02:02:319 (3,1) - and 03:15:972 (2,3,1) to name a few. All of them have in common that you have to make sharp turns, move behind notes, and/or travel unusually long distances to hit the notes. Rarely do you travel to a note go from its front, especially in sliders. Majority of notes travel forward, not backward or to the side. If it must travel backward or the side, the note must indicate it clearly that it makes sense. Here it's messy, there's little direction, and it looks like the notes are randomly placed. I highly consider going through all diffs with that in mind.
Ayyri

Seto Kousuke wrote:

I think it's ''ok'' because the ''usnapped'' thing is just because of that timing point...in theory it sounds ok and it's not a problem, i think ? xD
Sorry to say this, but this is unrankable. This kind of problem is not okay.

Ranking Criteria wrote:

All hitcircles and the starting point of any sliders should be snapped to a beat in the music. Slider end points should be snapped to a beat in the music, or the end of a prolonged note where appropriate. Adding hitobjects where there is no musical cue to justify them can result in confusing patterns which are difficult to follow and incongruent with the backing track.
Anyways, thank you for actually responding to my mod. I really do appreciate it. Some people don't do that. ;w;
Topic Starter
Seto Kousuke

Darcsol wrote:

Agree
Disagree
Read Comment to understand position and feel free to answer back if you feel like, I would enjoy to chat back

mod
[General]
  1. Remember to apply metadata to all diffs. - Yes, on this new update will be done!
  2. The BG looks stretched, so I found the original BG and edited it to fit. Let me know if you want additional changes. - omg I love you
  3. Like the modder before me, I highly consider renaming Advance to Hard. - yeah, I'll probably do that but I'll request opinion on other people just o be sure, it's cs4, but still a normal, I didn't really do anything ''hard'', just the theme that's a bit uncommon, although I tried my best to keep it simple :3
  4. Add Dream and A Cherry Tree to Tags - yup, pointed by Noffy
  5. Combo colors 5 and 6 look very similar. Combo colors should be distinct. Consider differentiate them more or remove one of them. I think you meant 4 and 5 (grey) ? I'll try another shade of grey then :p

[Storyboard]
I'll check this and Ayyri's SB mod on a different time after I fix the map itself <3

  • Normal and Advanced currently have no storyboard.
  1. 00:03:113 - The ring is not centered to the slider. Either position the ring or the slider.
  2. 00:03:113 - I highly recommend continuing the water ripple(?) effect until it fade away. Having the ring expand then stop feel incomplete and unpolished. water ripples(?) don't do that.
  3. 00:04:626 - ^
  4. 00:06:164 - ^
  5. 00:07:704 - ^
  6. 00:09:266 - ^
  7. 00:10:781 - ^
  8. 00:13:833 - It's strange to see the lotuses suddenly not move. Consider continuing the lotuses' movement till they disappear.
  9. 00:15:396 - The strobe light is sudden and distracting. I'm not sure how it fits with the mood and tone of the song. Consider toning it down.
  10. 00:15:396 - The ring also contributes with the uneven mood and tone. Consider toning down as well. The ring is also not centered to the slider.
  11. 00:20:780 - Is the slight dark screen effect necessary? And like I said above, tone down the ring growth. The right is also not centered to the slider.
  12. 00:27:703 - Like I said before about the ring.
  13. 00:51:549 - ^
  14. 01:22:319 - ^
  15. 01:46:934 - ^
  16. 02:42:968 - I highly recommend increasing the white background fad. I think it fads away too fast to achieve that effect. Maybe up to 02:46:165 ?
  17. 02:48:472 - Like I said before about the ring and dark screen effect.
  18. 03:00:780 - ^
  19. 03:08:160 - It's strange to see this time the lotuses suddenly appearing. Maybe this time they should quickly fad in? - as mentioned, not gonna check everything now, but omg brilliant idea!
  20. 03:37:703 - Like I said before about the ring and dark screen effect.
  21. 03:44:612 - The black screen effect is too sudden. It hurts the mood and tone of the song. At least have it quickly fad in.
  22. 03:44:612 - The lotus makes a sharp 90 degree turn? - it was supposed to simulate a leaf dropping in a river, I'll add the water ripple effect later to make this a bit more clear, thanks for the observation :3
  23. 03:56:967 - The "Thank You" image appears too early, especially when the player is still playing the map. Move it to the last object of the map. It's also very low quality. Please edit the quality.

    My problem with the storyboard is how it contradicts the song. Sudden movements and loud effects do not fit the tone and mood here. The storyboard should enhance the song, not fight it. The song is soothing and methodical. I think the storyboard should be too.

[Normal]
  • I noticed that Normal is the only diff with spinners. To be consistent, consider removing the spinners and map them over like the other diffs. - I hate spinners to be honest... kfopdkadosfa
  1. 00:18:472 (1) - New combo? - did previously
  2. (Optional) 00:21:165 - A circle here? - without a circle, 00:20:780 (4) - is emphasized :3
  3. 00:53:857 (3) - New combo? - fix
  4. 01:03:088 (3,1) - Consider moving the slider below the circle. Having the player move left to hit (3) then to the right effects pacing, especially in easier diffs. - oh, good point, fixed
  5. (Optional) 01:12:319 (2) - New combo? - hmmm, okay c:
  6. 01:58:857 (2) - Consider rotating the left instead of facing downward. It also indicates where the next object is. - ohhh yeah, good point, fixed this and all the next ones aswell
  7. 02:05:011 (2) - ^
  8. 02:11:165 (2) - ^ Similar to above but this time facing upward instead of to the right.
  9. 03:27:703 (3) - New combo? - done and the next ones aswell
  10. 03:37:319 (4) - ^
  11. 03:43:088 (3) - ^
  12. 03:43:088 (3) - ^
  13. (Optional) 03:44:227 (5) - New combo? The other diffs have it as a new combo. - yeah, but in this case I put on the next note, since is the ending
The diff needs general polish. - hai hai

[Advanced]
  1. For a hard(?) diff, the Drain Rate is pretty lenient. Consider increasing it to 5. - It's a normal :( 2.12 stars only, just because it's cs4 doesn't mean it's hard+ xD
  2. 00:15:011 - A circle here? - Yeah, I wanted to do that without having to redo a lot of stuff and changing the first sliders...but I gave up and adjust the position/rotation of the first sliders, now it's ok i think
  3. 00:16:934 (3) - New combo? -
  4. 00:20:011 (4) - ^
  5. (Optional) 01:01:165 - A circle here? - oh accidentaly deleted it I think, fixed
  6. 03:09:626 (4) - New combo?
  7. 03:18:473 (4) - ^
  8. 03:24:627 (4) - ^
All NCs applied

Not much to be said here, but feels like a harder normal diff to me - because it's a normal with a cs 4 hehe. I'm not sure what the diff has to offer. Needs general polish however. - kay

[Yume to Hazakura]
  • It's interesting that the slider velocity is smaller than the easier diffs. - hehe
  1. Is the Circle Size being small necessary? It feels like it artificially increases the difficulty. Consider increasing its size. - Sorry, it is necessary >.<
  2. 00:04:243 (3) - New combo? -
  3. 00:44:626 (3) - ^
  4. 01:13:857 (1) - This slider shape looks very misplaced. Not sure why it looks like that. - but it's so cute awwwwnnnnA bit of variation doesn't kill anyone >3<
  5. 01:22:319 - 01:23:665 - 01:23:857 - I agree with the other modder, the spacing is too big, especially it goes against what the song is offering. I highly consider shift them closer. - Read comment at the end of post
  6. 02:26:165 (3) - New combo? And what happen to the purple combo? - all NCs are messy in color choice due to the recent mods, will fix them afther the rework of the streams :3
  7. 02:35:396 (3) - New combo?
All NCs applied

After going through the diff, I realized that most of my suggestions are similar to Ayyri. The ones Ayyri suggested you rejected so I don't want to be redundant. Nonetheless, I highly consider go back through Ayyri's mod and look at the ones you rejected.

There are a lot of questionable stuff to the diff's general flow such as 00:14:627 (1,1) - 01:01:165 (2,1) - 01:13:472 (3,1) - 01:22:319 (1,1) - 01:26:934 (3,1) - 01:34:626 (1,1) - 01:45:396 (3,1) - 02:02:319 (3,1) - and 03:15:972 (2,3,1) to name a few. All of them have in common that you have to make sharp turns, move behind notes, and/or travel unusually long distances to hit the notes. Rarely do you travel to a note go from its front, especially in sliders. Majority of notes travel forward, not backward or to the side. If it must travel backward or the side, the note must indicate it clearly that it makes sense. Here it's messy, there's little direction, and it looks like the notes are randomly placed. I highly consider going through all diffs with that in mind. - Unfortunatly I don't quite agree with some of your examples, because they actually do flow well...if this was supposed to be just a common ''Hard'', I would agree 100% with you, but it's not :? the angles are not that forced and since I constantly made it intensionally during entire map, wouldn't you agree that the map is actually not random, but consistent ? :P

Ayyri wrote:

Sorry to say this, but this is unrankable. This kind of problem is not okay. - OH shit ! hHAHAHA XD okay, will fix it :3

Anyways, thank you for actually responding to my mod. I really do appreciate it. Some people don't do that. ;w; - People spend a lot of time writing lots of things to help others improve their maps so one day it can possibly be ranked...thoughtfully answering mods is the minimum people should do as appreciation :P

Btw both Ayyri and darc, after checking those streams, I'll try to make a less spaced kiai and angles during entire map, I still think those Kiais with high DS (which are not ''jumps'' technically since that's the common DS and structure I've chosen to the kiai) have they charm and uniqueness...but I will indeed make a nerfed version and more ''simple'', so in the last of cases I could make a ''consistent and rankable'' version from Sakura no Yume while leaving this one just as a filler not submitted in the description :PIt's not like I'm one of those ''i want to rank stuff my way buuuu'' ahahhaa x], thank you guys for the mods :D
pimp
desculpe a demora pra fazer o timing. estava ocupado com outros timings mais difíceis que pediram antes de você...
timing
colar direto no editor de timing na aba Timing Points
2305,384.615384615385,4,2,2,85,1,0
13852,384.615384615385,4,2,2,74,1,0
15390,384.615384615385,4,2,2,85,1,0
223840,388.349514563107,4,2,2,85,1,0
224616,384.615384615385,4,2,2,74,1,0
230769,384.615384615385,4,2,2,74,1,0
247692,437.956204379562,4,2,2,74,1,0

ou adicionar manualmente


eu não vi necessidade de fazer as partes de piano com varias timelines, o bpm definitivamente é 156 pra essas partes. eu posso fazer um timing opcional com foco no piano se quiser.

a timeline principal teve uma diferença de -6 ms pra mim

boa sorte
Net0
Eu adoro quando no final do mapa tem esse "thank you". Bom mapa, espero que isso consiga ser rankeado o/
Topic Starter
Seto Kousuke
só avisando que as combo colours estão todas cagadas por conta de updates que ainda vão vir, mas é isso ai


valeu pelo timing, pimpG seu lindão <3 eu tava em dúvida se precisava de timing especifico ou não ai né...sou nob com pianos
Ataraxia
Boa noite (ou dia... ou tarde depende qual hora você ver isso q)

entao ainda nao vou moddar mas eu joguei aqui e poxa esses slider rosa deveria ser mais lento pq fica parecendo com os 1/2 seila nao senti aquela "tesão"

talvez so eu nao tenha sentido of course... mas é isso <3
Um dia eu volto aqui e posto o mod entao sem kudos
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Seto Kousuke

Ataraxia wrote:

entao ainda nao vou moddar mas eu joguei aqui e poxa esses slider rosa deveria ser mais lento pq fica parecendo com os 1/2 seila nao senti aquela "tesão"

Seto Kousuke wrote:

só avisando que as combo colours estão todas cagadas
Ou seja, as rosas eram pra ser somente nos sliders lentos, mas está tudo bugado e eu to com preguiça de ajeitar, não gasta teu mod aqui porque eu vou dropar esse mapa por hora
Ataraxia

Seto Kousuke wrote:

Ataraxia wrote:

entao ainda nao vou moddar mas eu joguei aqui e poxa esses slider rosa deveria ser mais lento pq fica parecendo com os 1/2 seila nao senti aquela "tesão"

Seto Kousuke wrote:

só avisando que as combo colours estão todas cagadas
Ou seja, as rosas eram pra ser somente nos sliders lentos, mas está tudo bugado e eu to com preguiça de ajeitar, não gasta teu mod aqui porque eu vou dropar esse mapa por hora
na verdade eu quiz dizer que os slider lentos ficaram parecidos com uns 1/2 e se fossem tipo uns 0.2 de SV ou por ai daria uma tesão tipo do caralho mesmo

mas poxa :c
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